#include "share.h"
/*
- * SCORING AND WRAP-UP
+ * scoring and wrap-up
*/
void score(long MODE) {
/* <0 if scoring, >0 if quitting, =0 if died or won */
-/* THE PRESENT SCORING ALGORITHM IS AS FOLLOWS:
- * OBJECTIVE: POINTS: PRESENT TOTAL POSSIBLE:
- * GETTING WELL INTO CAVE 25 25
- * EACH TREASURE < CHEST 12 60
- * TREASURE CHEST ITSELF 14 14
- * EACH TREASURE > CHEST 16 224
- * SURVIVING (MAX-NUM)*10 30
- * NOT QUITTING 4 4
- * REACHING "CLOSNG" 25 25
- * "CLOSED": QUIT/KILLED 10
- * KLUTZED 25
- * WRONG WAY 30
- * SUCCESS 45 45
- * CAME TO WITT'S END 1 1
- * ROUND OUT THE TOTAL 2 2
+/* The present scoring algorithm is as follows:
+ * Objective: Points: Present total possible:
+ * Getting well into cave 25 25
+ * Each treasure < chest 12 60
+ * Treasure chest itself 14 14
+ * Each treasure > chest 16 224
+ * Surviving (MAX-NUM)*10 30
+ * Not quitting 4 4
+ * Reaching "CLOSNG" 25 25
+ * "Closed": Quit/Killed 10
+ * Klutzed 25
+ * Wrong way 30
+ * Success 45 45
+ * Came to Witt's End 1 1
+ * Round out the total 2 2
* TOTAL: 430
- * POINTS CAN ALSO BE DEDUCTED FOR USING HINTS OR TOO MANY TURNS, OR FOR
- * SAVING INTERMEDIATE POSITIONS. */
+ * Points can also be deducted for using hints or too many turns, or for
+ * saving intermediate positions. */
-L20000: SCORE=0;
+ SCORE=0;
MXSCOR=0;
-/* FIRST TALLY UP THE TREASURES. MUST BE IN BUILDING AND NOT BROKEN.
- * GIVE THE POOR GUY 2 POINTS JUST FOR FINDING EACH TREASURE. */
+/* First tally up the treasures. Must be in building and not broken.
+ * Give the poor guy 2 points just for finding each treasure. */
/* 20010 */ for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] == 0) goto L20010;
L20010: /*etc*/ ;
} /* end loop */
-/* NOW LOOK AT HOW HE FINISHED AND HOW FAR HE GOT. MAXDIE AND NUMDIE TELL US
- * HOW WELL HE SURVIVED. DFLAG WILL
- * TELL US IF HE EVER GOT SUITABLY DEEP INTO THE CAVE. CLOSNG STILL INDICATES
- * WHETHER HE REACHED THE ENDGAME. AND IF HE GOT AS FAR AS "CAVE CLOSED"
- * (INDICATED BY "CLOSED"), THEN BONUS IS ZERO FOR MUNDANE EXITS OR 133, 134,
- * 135 IF HE BLEW IT (SO TO SPEAK). */
+/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us
+ * how well he survived. DFLAG will
+ * tell us if he ever got suitably deep into the cave. CLOSNG still indicates
+ * whether he reached the endgame. And if he got as far as "cave closed"
+ * (indicated by "CLOSED"), then bonus is zero for mundane exits or 133, 134,
+ * 135 if he blew it (so to speak). */
SCORE=SCORE+(MAXDIE-NUMDIE)*10;
MXSCOR=MXSCOR+MAXDIE*10;
if(BONUS == 133)SCORE=SCORE+45;
L20020: MXSCOR=MXSCOR+45;
-/* DID HE COME TO WITT'S END AS HE SHOULD? */
+/* Did he come to Witt's End as he should? */
if(PLACE[MAGZIN] == 108)SCORE=SCORE+1;
MXSCOR=MXSCOR+1;
-/* ROUND IT OFF. */
+/* Round it off. */
SCORE=SCORE+2;
MXSCOR=MXSCOR+2;
-/* DEDUCT FOR HINTS/TURNS/SAVES. HINTS < 4 ARE SPECIAL; SEE DATABASE DESC. */
+/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- /* 20030 */ for (I=1; I<=HNTMAX; I++) {
-L20030: if(HINTED[I])SCORE=SCORE-HINTS[I][2];
+ for (I=1; I<=HNTMAX; I++) {
+ if(HINTED[I])SCORE=SCORE-HINTS[I][2];
} /* end loop */
if(NOVICE)SCORE=SCORE-5;
if(CLSHNT)SCORE=SCORE-10;
SCORE=SCORE-TRNLUZ-SAVED;
-/* RETURN TO SCORE COMMAND IF THAT'S WHERE WE CAME FROM. */
+/* Return to score command if that's where we came from. */
if(MODE < 0) return;
-/* THAT SHOULD BE GOOD ENOUGH. LET'S TELL HIM ALL ABOUT IT. */
+/* that should be good enough. Let's tell him all about it. */
if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242);
if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143);
SETPRM(1,SCORE,MXSCOR);
SETPRM(3,TURNS,TURNS);
RSPEAK(262);
- /* 20200 */ for (I=1; I<=CLSSES; I++) {
+ for (I=1; I<=CLSSES; I++) {
if(CVAL[I] >= SCORE) goto L20210;
-L20200: /*etc*/ ;
+ /*etc*/ ;
} /* end loop */
SPK=265;
goto L25000;